Difference between revisions of "B2.ChainShape"
From GiderosMobile
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and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.<br /> | and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.<br /> | ||
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− | + | '''Note:''' The chain will not collide properly if there are self-intersections.<br /> | |
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<br /></translate> | <br /></translate> | ||
=== <translate>Examples</translate> === | === <translate>Examples</translate> === |
Revision as of 19:16, 5 October 2018
Supported platforms:
Available since: Gideros 2012.2.2
Inherits from: b2.Shape
Description
A chain shape is a free form sequence of line segments. The chain has two-sided collision, so you can use inside
and outside collision. Therefore, you may use any winding order. Connectivity information is used to create smooth collisions.
Note: The chain will not collide properly if there are self-intersections.
Examples
Create world bounds using ChainShape
local body = world:createBody{type = b2.STATIC_BODY}
body:setPosition(0, 0)
local chain = b2.ChainShape.new()
chain:createLoop(
0,0,
application:getContentWidth(), 0,
application:getContentWidth(), application:getContentHeight(),
0, application:getContentHeight()
)
local fixture = body:createFixture{shape = chain, density = 1.0,
friction = 1, restitution = 0.3}
Methodsb2.ChainShape.new |
EventsConstants |